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Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

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Interestingly, it doesn’t rewind directly to the moment he released the<br />

s<strong>and</strong>s from the hourglass, but all the way back to prior to the invasion of<br />

Farah’s city. While this doesn’t fit seamlessly with the narrative, it does<br />

make some sense in terms of the experience of the game. You’re back at<br />

the start <strong>and</strong> the Prince wakes up back in camp with his Father prior to<br />

the invasion of the city where Farah <strong>and</strong> the Vizier live. He is back in his<br />

pristine outfit, but he has the dagger of time. He sneaks into the palace<br />

up to the terrace where the player starts the game. It’s now apparent that<br />

this is the terrace into Farah’s room (who at this moment in time has never<br />

met the Prince). The Prince enters <strong>and</strong> offers to tell her (you) a story…<br />

Ludic Narrans<br />

The story told is of the game you have just played through (which<br />

now has never happened yet). This moment brings to fruition the game’s<br />

narrative throughline <strong>and</strong> subtext of honor <strong>and</strong> fantastic redemption, as<br />

opposed to the honor <strong>and</strong> glory the Prince hoped for initially.<br />

Throughout, you, as the Prince, are trying to atone for the mistake you<br />

made by releasing the s<strong>and</strong>s of time <strong>and</strong> also the mistake of honor for<br />

glory, instead of the true honor of good deeds. You literally get to turn<br />

back time <strong>and</strong> erase this big mistake, while you were also able to rewind<br />

time throughout the game in order to fix your little gameplay mistakes.<br />

This also harkens back to the importance of stories as seen with<br />

Scheherazade in the classic tales in A Thous<strong>and</strong> <strong>and</strong> One Arabian<br />

Nights. The denouement is now quickly rushing toward the conclusion<br />

of the narrative <strong>and</strong> the investment stage is firmly engaged as a successful<br />

end seems extremely likely. All of the little units of storytelling asides<br />

become more than just little affectations <strong>and</strong> show that the whole experience<br />

has been the Prince telling his story to Farah (you). The start of the<br />

game was actually the Prince walking in to tell her this story (see Figure<br />

17).<br />

Figure 17.<br />

Scene from the beginning/end of the game (Ubisoft 2003) from<br />

Moby<strong>Games</strong>.com.<br />

It’s a wonderful moment of frisson as you realize that your time with<br />

the game (around 10-12 hours of playing) has been whirled away within<br />

the context of the story. The interactive experience is inverted as<br />

everything you’ve done up to this point has no longer happened. Parenthetically,<br />

for those familiar with the movie, The Usual Suspects, this reminds<br />

me of the revealing twist at the end when everything you’ve just<br />

seen is called into question. Not to completely spoil the movie, but the<br />

41

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